Building an Antipaladin - at a slight impass in a few things! Build advice?


Advice


For once I am not Dungeonmastering and am instead playing the role of a player. I have decided to do something a little oddball. The current plot revolves around a cult, and most of the party I am joining is neutral and/or Chaotic in some manner. A Rogue, A Barbarian/Sorcerer, and a Fighter are in their ranks. While I have most of this character worked out, I am at a slight impasse on two regards. The first one being a part of my feat selection, while the other is which branch of antipaladin I want to be.

In regards to the feats, I have already decided to focus on critical hits, using the Katana as a base. Improved Critical, Exotic weapon proficiency, Combat Expertise, and things like Staggering and Stunning Critical are in the build (Though I have also had my eye on Exhausting, tiring, blinding, and bleeding. Not sure if any of those will be more optimal or not.) What I am at an impasse about are whether to mix Tripping or Shield bashing into the build. Which would be more effective? On one hand, tripping will help with party support and the whole 'fighting dirty' vibe of the antipaladin, while the shield bashing also gives a bit of a warrior feel.

The stat branch I have right now is the following (And is 20 point buy)
STR 16, DEX 14, CON 7 INT 12 WIS 7 CHA 17 (15+2)

This meets all the prerequisites of the tripping build, but will also require a single point hit in CHA if I want Dex 15 to qualify for Two weapon fighting. The feat selections I am looking at for each are the follows.

Trip - Power Attack, Improved Trip, Felling Smash, and Tripping Strike

Shield Bash - Improved Shield Bash, Shield Slam, Shield Master, and Bashing Finish.

I am also wondering if I should also consider Critical Focus as well - or is it not as required?

I'm primarily aiming for this character to be a duellist of sorts - being able to lock down and kill a single opponent with impunity. Being able to disrupt multiple targets would be a bonus as well, but is secondary. I am still looking into things that grant intimidate checks. (Gory finish seems quite entertaining!)

As for the other dilemma? It's a matter of Vanilla antipaladin or Knight of the Sepulchre. The demonic minion of the vanilla paladin or being able to imbue a weapon with extra effects factors in another slight problem.

AS for the stats? Yeah, I know they are sub-optimal, but I'm trying to create something a little offbeat, more fun, and more memorable than usual. I might take a hit in strength to lessen penalties, but I'm not sure yet. Also going to be looking for a way to turn this guy into an undead or fiend at some point too if he lasts long enough. I have spoken to the DM about him possibly becoming an antagonist at some crucial point during or after the main plot - and if not I can always use him for something else later on.


With a con of 7 you are going to die extremely quickly. Unlike a Paladin, you don't get any self healing.

As for the feats, don't try to mix in a bunch of things. You don't get any bonus feats, so you really need to focus on doing one thing well.

one thing you should make sure to do is get a Channeling weapon ASAP. Which will let you channel your cruelties through your attacks once per round


Ok! Any other things? AS for the low con, I am rather aware of that. I am going to try to play this guy as more of an opportunistic support character that goes around debuffing the enemy. One reason for considering Knight of the Sepulcher is that I will be able to heal myself with cruelties.

As for doing one thing well? Locking something down will then be the focus along with damage. Basically the logic of - if it can't hurt or hit me, I live and it dies. Ive thought of running dodge and osyluth guile as well for the CHA bonus to AC.

I plan on eventually getting mithril full plate for armor to take advantage of the high dex.

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